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Proceedings ArticleDOI

Principles of traditional animation applied to 3D computer animation

John Lasseter
- Vol. 21, Iss: 4, pp 35-44
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TLDR
The basic principles of traditional 2D hand drawn animation and their application to 3D computer animation are described and how these principles evolved is described.
Abstract
This paper describes the basic principles of traditional 2D hand drawn animation and their application to 3D computer animation. After describing how these principles evolved, the individual principles are detailed, addressing their meanings in 2D hand drawn animation and their application to 3D computer animation. This should demonstrate the importance of these principles to quality 3D computer animation.

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Citations
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THE REALISM OF ALGORITHMIC HUMAN FIGURES A Study of Selected Examples 1964 to 2001

Jie Wu
TL;DR: A comparison of realistic images of human figures throughout history with their algorithmically-generated counterparts allows us to see that computer graphics has both learned from previous and contemporary art movements such as photorealism but also taken out-of-context elements, symbols and properties from these art movements with a questionable naivety.

Developing a system of screen-less animation for experiments in perception of movement

TL;DR: The team sought to develop a replicable technique that included embodied, multi-sensory perception but eliminated the screen, by taking time-based techniques from animation and converting them to the spatial; grouping static objects according to Gestalt principles, to create sequential visual cues that, when lit with projected light, demand selective attention.
Proceedings ArticleDOI

Understanding the Design Space for Animated Narratives Applied to Illustrations

TL;DR: In this article, a design space for animated narratives applied to illustrations is introduced, which combines a dimension for object types of animation techniques with one for narrative intents served by such animation techniques.
Book ChapterDOI

Some Methods to Choreograph and Implement Motion in Computer Animation

TL;DR: This paper describes some of the methods used to develop a system that gives the animator as much control as possible over motion choreography, without the interface becoming too cumbersome to use.
Journal ArticleDOI

Development of Instructional Videos for The Principles of 3D Computer Animation

TL;DR: The paired t-test results showed that the product developed was effective in increasing students’ understanding of the Principle of 3D Computer Animation.
References
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Journal ArticleDOI

Some results on Tchebycheffian spline functions

TL;DR: This article derived explicit solutions to problems involving Tchebycheffian spline functions using a reproducing kernel Hilbert space which depends on the smoothness criterion, but not on the form of the data, to solve explicitly Hermite-Birkhoff interpolation and smoothing problems.
Proceedings ArticleDOI

Distributed ray tracing

TL;DR: Motion blur and depth of field calculations can be integrated with the visible surface calculations, avoiding the problems found in previous methods.
Book

Stochastic sampling in computer graphics

TL;DR: In this article, it was shown that aliasing artifacts are not an inherent part of point sampling, but a consequence of using regularly spaced samples, and that frequencies above the Nyquist limit do not alias, but instead appear as noise of the correct average intensity.
Book

Distributed ray tracing

TL;DR: In this paper, the directions of the rays are distributed according to the analytic function they sample, which can incorporate fuzzy phenomena, such as penumbras, translucency, and fuzzy reflections.
Journal ArticleDOI

Stochastic sampling in computer graphics

TL;DR: It is shown that aliasing artifacts are not an inherent part of point sampling, but a consequence of using regularly spaced samples, and frequencies above the Nyquist limit do not alias, but instead appear as noise of the correct average intensity.